Super Mario Bros. 3 · walkthrough
World 3 — Water Land
Two fortresses, islands, canoe later if you have a Hammer. Wendy on the airship. Previous and next stage links sit under each area.
World 3-1
Reach the goal card. First water-land numbered stage.
How to progress
- Shore and water pipes. Cheep-Cheeps leap. Do not linger in the jump arcs.
- Goal card.
- Nokonoko / Troopas on land sections.
Hazards that matter
- Cheep-Cheeps
- Piranha Plants
World 3-2
Autoscroll or moving water platforms to the goal.
How to progress
- Platforms over water. Time jumps; a fall is a life.
- Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Water pits
- autoscroll if present
World 3-3
Swim or run to the goal card.
How to progress
- Underwater current and Cheep-Cheeps. Frog Suit from later Toad Houses helps but is not required.
- Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Cheep-Cheeps
- current
World 3-Fortress 1
Boom Boom. First of two Water Land fortresses.
How to progress
- Roto-discs and lava. Boom Boom three stomps.
- Clears a lock/bridge toward the middle islands.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Roto-discs
- Boom Boom
World 3-4
Reach the goal card on the island chain.
How to progress
- Short island hops. Para-Beetles can be stomped and ridden if they appear — optional tech, not required.
- Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Pits
- Paratroopas
World 3-5
Reach the goal card.
How to progress
- More swimming. Bloobers if present. Surface for air only if the NES layout gives a pocket — NES Mario does not have a swim-meter like later games; just do not touch enemies.
- Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Cheep-Cheeps
World 3-6
Reach the goal card.
How to progress
- Moving platforms over water. Jump from lift to lift.
- Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Falling
- lifts
World 3-7
Reach the goal card.
How to progress
- Later island. Jets of water / pipes. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Piranha Plants
- pits
World 3-Fortress 2
Second Boom Boom. Opens the airship approach.
How to progress
- Longer fortress. Thwomps / Dry Bones. Three stomps.
- Do not confuse this with Fortress 1’s lock; both exist on NES Water Land.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Thwomps
- Boom Boom
World 3-8
Reach the goal card.
How to progress
- Late water numbered stage. Currents. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Cheep-Cheeps
- current
World 3-9
Reach the goal card before the airship.
How to progress
- Last numbered Water Land stage. Goal card.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
- The goal card (or fortress/airship exit) is the clear. Card matching is a bonus, not a required unlock.
Hazards that matter
- Troopas
- Piranhas
World 3-Airship
Stomp Wendy three times and take the wand.
How to progress
- Cannons. Wendy rings / magic. Three stomps. King restored.
- Music Box can appear as the letter gift — useful against Hammer Bros on later maps, not a required drop to list as guaranteed every run.
- After the boss, the map lock or airship path opens. Do not expect an SMA4 e-Reader room behind the NES door.
Hazards that matter
- Cannons
- Wendy